TinyLifeWeb/docs/api/TinyLife.Objects.Light.yml

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### YamlMime:ManagedReference
items:
- uid: TinyLife.Objects.Light
commentId: T:TinyLife.Objects.Light
id: Light
parent: TinyLife.Objects
children:
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- TinyLife.Objects.Light.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)
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- TinyLife.Objects.Light.CircleTexture
- TinyLife.Objects.Light.Color
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- TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
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- TinyLife.Objects.Light.Floor
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- TinyLife.Objects.Light.IsDisabled
- TinyLife.Objects.Light.Map
- TinyLife.Objects.Light.Position
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- TinyLife.Objects.Light.PositionOffset
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- TinyLife.Objects.Light.Rotation
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- TinyLife.Objects.Light.Scale
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- TinyLife.Objects.Light.ScreenPosOffset
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- TinyLife.Objects.Light.Size
- TinyLife.Objects.Light.Texture
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- TinyLife.Objects.Light.VisualWorldOffset
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langs:
- csharp
- vb
name: Light
nameWithType: Light
fullName: TinyLife.Objects.Light
type: Class
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
A light is a semi-object that can be added to a <xref href="TinyLife.World.Map" data-throw-if-not-resolved="false"></xref> using <xref href="TinyLife.World.Map.AddLight(TinyLife.Objects.Light)" data-throw-if-not-resolved="false"></xref>.
A light draws a light texture onto a lightmap and, as such, adds lighting to the rendered world.
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example: []
syntax:
content: public class Light
content.vb: Public Class Light
inheritance:
- System.Object
inheritedMembers:
- System.Object.Equals(System.Object)
- System.Object.Equals(System.Object,System.Object)
- System.Object.GetHashCode
- System.Object.GetType
- System.Object.MemberwiseClone
- System.Object.ReferenceEquals(System.Object,System.Object)
- System.Object.ToString
extensionMethods:
- TinyLife.Objects.Light.TinyLife.Utilities.Extensions.JsonCopy``1
- uid: TinyLife.Objects.Light.CircleTexture
commentId: F:TinyLife.Objects.Light.CircleTexture
id: CircleTexture
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: CircleTexture
nameWithType: Light.CircleTexture
fullName: TinyLife.Objects.Light.CircleTexture
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: A texture that can be used as the <xref href="TinyLife.Objects.Light.Texture" data-throw-if-not-resolved="false"></xref> of a light that is circular
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example: []
syntax:
content: public static readonly TextureRegion CircleTexture
return:
type: MLEM.Textures.TextureRegion
content.vb: Public Shared ReadOnly CircleTexture As TextureRegion
- uid: TinyLife.Objects.Light.Map
commentId: F:TinyLife.Objects.Light.Map
id: Map
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: Map
nameWithType: Light.Map
fullName: TinyLife.Objects.Light.Map
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The map that this light is on
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example: []
syntax:
content: public readonly Map Map
return:
type: TinyLife.World.Map
content.vb: Public ReadOnly Map As Map
- uid: TinyLife.Objects.Light.Texture
commentId: F:TinyLife.Objects.Light.Texture
id: Texture
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: Texture
nameWithType: Light.Texture
fullName: TinyLife.Objects.Light.Texture
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
The texture that this light currently has.
A custom texture can be used, or any of the static texture regions in this class, including <xref href="TinyLife.Objects.Light.CircleTexture" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
content: public readonly TextureRegion Texture
return:
type: MLEM.Textures.TextureRegion
content.vb: Public ReadOnly Texture As TextureRegion
- uid: TinyLife.Objects.Light.Position
commentId: P:TinyLife.Objects.Light.Position
id: Position
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: Position
nameWithType: Light.Position
fullName: TinyLife.Objects.Light.Position
type: Property
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
The position of this light, in world space.
Note that, if this position is changed, this light's current <xref href="TinyLife.World.MapSection" data-throw-if-not-resolved="false"></xref> is changed automatically if needed.
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example: []
syntax:
content: public Vector2 Position { get; set; }
parameters: []
return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public Property Position As Vector2
overload: TinyLife.Objects.Light.Position*
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- uid: TinyLife.Objects.Light.Floor
commentId: F:TinyLife.Objects.Light.Floor
id: Floor
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: Floor
nameWithType: Light.Floor
fullName: TinyLife.Objects.Light.Floor
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The floor this light is on.
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example: []
syntax:
content: public float Floor
return:
type: System.Single
content.vb: Public Floor As Single
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- uid: TinyLife.Objects.Light.PositionOffset
commentId: F:TinyLife.Objects.Light.PositionOffset
id: PositionOffset
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parent: TinyLife.Objects.Light
langs:
- csharp
- vb
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name: PositionOffset
nameWithType: Light.PositionOffset
fullName: TinyLife.Objects.Light.PositionOffset
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type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
An offset from this light's <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref>, in world space, that is applied before the <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> call.
This can be used if the light should be drawn in a different location than its <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref>, which also determines the room and section that it is in.
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example: []
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syntax:
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content: public Vector2 PositionOffset
return:
type: Microsoft.Xna.Framework.Vector2
content.vb: Public PositionOffset As Vector2
- uid: TinyLife.Objects.Light.ScreenPosOffset
commentId: F:TinyLife.Objects.Light.ScreenPosOffset
id: ScreenPosOffset
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: ScreenPosOffset
nameWithType: Light.ScreenPosOffset
fullName: TinyLife.Objects.Light.ScreenPosOffset
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
An offset from this light's screen-space draw position, also in screen space.
This is added to the final draw position in <xref href="TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime%2cMicrosoft.Xna.Framework.Graphics.SpriteBatch)" data-throw-if-not-resolved="false"></xref>, after <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> has already been called.
example: []
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syntax:
content: public Vector2 ScreenPosOffset
return:
type: Microsoft.Xna.Framework.Vector2
content.vb: Public ScreenPosOffset As Vector2
- uid: TinyLife.Objects.Light.VisualWorldOffset
commentId: F:TinyLife.Objects.Light.VisualWorldOffset
id: VisualWorldOffset
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: VisualWorldOffset
nameWithType: Light.VisualWorldOffset
fullName: TinyLife.Objects.Light.VisualWorldOffset
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
An offset from this light's world-space draw position, also in world space.
This is translated to screen space using <xref href="TinyLife.Utilities.Extensions.ToScreenPos(Microsoft.Xna.Framework.Vector2%2cSystem.Single%2cSystem.Boolean%2cSystem.Boolean%2cSystem.Boolean)" data-throw-if-not-resolved="false"></xref> and added to the final draw position in <xref href="TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime%2cMicrosoft.Xna.Framework.Graphics.SpriteBatch)" data-throw-if-not-resolved="false"></xref>.
example: []
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syntax:
content: public Vector2 VisualWorldOffset
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return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public VisualWorldOffset As Vector2
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- uid: TinyLife.Objects.Light.Size
commentId: F:TinyLife.Objects.Light.Size
id: Size
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: Size
nameWithType: Light.Size
fullName: TinyLife.Objects.Light.Size
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
The size, in world space, of this light, centered on its <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref>.
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This value is multiplied with <xref href="TinyLife.Utilities.TextureHandler.TileWidth" data-throw-if-not-resolved="false"></xref> and <xref href="TinyLife.Utilities.TextureHandler.TileHeight" data-throw-if-not-resolved="false"></xref>.
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example: []
syntax:
content: public Vector2 Size
return:
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type: Microsoft.Xna.Framework.Vector2
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content.vb: Public Size As Vector2
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- uid: TinyLife.Objects.Light.Rotation
commentId: F:TinyLife.Objects.Light.Rotation
id: Rotation
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: Rotation
nameWithType: Light.Rotation
fullName: TinyLife.Objects.Light.Rotation
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
The rotation that this light displays with, in radians.
Rotation is applied around the center of the light's <xref href="TinyLife.Objects.Light.Texture" data-throw-if-not-resolved="false"></xref>.
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example: []
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syntax:
content: public float Rotation
return:
type: System.Single
content.vb: Public Rotation As Single
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- uid: TinyLife.Objects.Light.Color
commentId: F:TinyLife.Objects.Light.Color
id: Color
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: Color
nameWithType: Light.Color
fullName: TinyLife.Objects.Light.Color
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
The color that this light renders with.
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Note that, when drawing, this color is passed through <xref href="MLEM.Graphics.ColorExtensions.Invert(Microsoft.Xna.Framework.Color)" data-throw-if-not-resolved="false"></xref> due to the way the lightmap is drawn.
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example: []
syntax:
content: public Color Color
return:
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type: Microsoft.Xna.Framework.Color
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content.vb: Public Color As Color
- uid: TinyLife.Objects.Light.IsDisabled
commentId: F:TinyLife.Objects.Light.IsDisabled
id: IsDisabled
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: IsDisabled
nameWithType: Light.IsDisabled
fullName: TinyLife.Objects.Light.IsDisabled
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: >-
Whether this light is currently disabled.
If a light is disabled, it will not be rendered.
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example: []
syntax:
content: public bool IsDisabled
return:
type: System.Boolean
content.vb: Public IsDisabled As Boolean
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- uid: TinyLife.Objects.Light.Scale
commentId: F:TinyLife.Objects.Light.Scale
id: Scale
parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: Scale
nameWithType: Light.Scale
fullName: TinyLife.Objects.Light.Scale
type: Field
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: The scale that this light is drawn with.
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example: []
syntax:
content: public float Scale
return:
type: System.Single
content.vb: Public Scale As Single
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- uid: TinyLife.Objects.Light.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)
commentId: M:TinyLife.Objects.Light.#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)
id: '#ctor(TinyLife.World.Map,Microsoft.Xna.Framework.Vector2,System.Single,MLEM.Textures.TextureRegion,Microsoft.Xna.Framework.Vector2,Microsoft.Xna.Framework.Color)'
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parent: TinyLife.Objects.Light
langs:
- csharp
- vb
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name: Light(Map, Vector2, float, TextureRegion, Vector2, Color)
nameWithType: Light.Light(Map, Vector2, float, TextureRegion, Vector2, Color)
fullName: TinyLife.Objects.Light.Light(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, float, MLEM.Textures.TextureRegion, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Color)
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type: Constructor
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: Creates a new light with the given settings
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example: []
syntax:
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content: public Light(Map map, Vector2 position, float floor, TextureRegion texture, Vector2 size, Color color)
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parameters:
- id: map
type: TinyLife.World.Map
description: The map to add the light to
- id: position
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type: Microsoft.Xna.Framework.Vector2
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description: The light's position, in world space
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- id: floor
type: System.Single
description: The floor this light is on.
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- id: texture
type: MLEM.Textures.TextureRegion
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description: The light's texture
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- id: size
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type: Microsoft.Xna.Framework.Vector2
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description: The size of the light, centered on its <code class="paramref">position</code>
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- id: color
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type: Microsoft.Xna.Framework.Color
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description: The color to render the light with
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content.vb: Public Sub New(map As Map, position As Vector2, floor As Single, texture As TextureRegion, size As Vector2, color As Color)
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overload: TinyLife.Objects.Light.#ctor*
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nameWithType.vb: Light.New(Map, Vector2, Single, TextureRegion, Vector2, Color)
fullName.vb: TinyLife.Objects.Light.New(TinyLife.World.Map, Microsoft.Xna.Framework.Vector2, Single, MLEM.Textures.TextureRegion, Microsoft.Xna.Framework.Vector2, Microsoft.Xna.Framework.Color)
name.vb: New(Map, Vector2, Single, TextureRegion, Vector2, Color)
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- uid: TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
commentId: M:TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
id: Draw(Microsoft.Xna.Framework.GameTime,Microsoft.Xna.Framework.Graphics.SpriteBatch)
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parent: TinyLife.Objects.Light
langs:
- csharp
- vb
name: Draw(GameTime, SpriteBatch)
nameWithType: Light.Draw(GameTime, SpriteBatch)
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fullName: TinyLife.Objects.Light.Draw(Microsoft.Xna.Framework.GameTime, Microsoft.Xna.Framework.Graphics.SpriteBatch)
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type: Method
assemblies:
- Tiny Life
namespace: TinyLife.Objects
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summary: Draws the light in the world with the given sprite batch, at its current <xref href="TinyLife.Objects.Light.Position" data-throw-if-not-resolved="false"></xref> and with its current <xref href="TinyLife.Objects.Light.Color" data-throw-if-not-resolved="false"></xref>
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example: []
syntax:
content: public virtual void Draw(GameTime time, SpriteBatch batch)
parameters:
- id: time
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type: Microsoft.Xna.Framework.GameTime
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description: The game's current time, which can be used for animations
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- id: batch
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type: Microsoft.Xna.Framework.Graphics.SpriteBatch
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description: The sprite batch to draw the light with
content.vb: Public Overridable Sub Draw(time As GameTime, batch As SpriteBatch)
overload: TinyLife.Objects.Light.Draw*
references:
- uid: TinyLife.World.Map
commentId: T:TinyLife.World.Map
parent: TinyLife.World
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href: TinyLife.World.Map.html
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name: Map
nameWithType: Map
fullName: TinyLife.World.Map
- uid: TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
commentId: M:TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
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href: TinyLife.World.Map.html#TinyLife_World_Map_AddLight_TinyLife_Objects_Light_
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name: AddLight(Light)
nameWithType: Map.AddLight(Light)
fullName: TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
spec.csharp:
- uid: TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
name: AddLight
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href: TinyLife.World.Map.html#TinyLife_World_Map_AddLight_TinyLife_Objects_Light_
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- name: (
- uid: TinyLife.Objects.Light
name: Light
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href: TinyLife.Objects.Light.html
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- name: )
spec.vb:
- uid: TinyLife.World.Map.AddLight(TinyLife.Objects.Light)
name: AddLight
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href: TinyLife.World.Map.html#TinyLife_World_Map_AddLight_TinyLife_Objects_Light_
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- name: (
- uid: TinyLife.Objects.Light
name: Light
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href: TinyLife.Objects.Light.html
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- name: )
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- uid: TinyLife.Objects
commentId: N:TinyLife.Objects
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href: TinyLife.html
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name: TinyLife.Objects
nameWithType: TinyLife.Objects
fullName: TinyLife.Objects
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spec.csharp:
- uid: TinyLife
name: TinyLife
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href: TinyLife.html
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- name: .
- uid: TinyLife.Objects
name: Objects
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href: TinyLife.Objects.html
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spec.vb:
- uid: TinyLife
name: TinyLife
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href: TinyLife.html
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- name: .
- uid: TinyLife.Objects
name: Objects
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href: TinyLife.Objects.html
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- uid: System.Object
commentId: T:System.Object
parent: System
isExternal: true
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href: https://learn.microsoft.com/dotnet/api/system.object
name: object
nameWithType: object
fullName: object
nameWithType.vb: Object
fullName.vb: Object
name.vb: Object
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- uid: System.Object.Equals(System.Object)
commentId: M:System.Object.Equals(System.Object)
parent: System.Object
isExternal: true
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href: https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object)
name: Equals(object)
nameWithType: object.Equals(object)
fullName: object.Equals(object)
nameWithType.vb: Object.Equals(Object)
fullName.vb: Object.Equals(Object)
name.vb: Equals(Object)
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spec.csharp:
- uid: System.Object.Equals(System.Object)
name: Equals
isExternal: true
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href: https://learn.microsoft.com/dotnet/api/system.object.equals#system-object-equals(system-object)
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- name: (
- uid: System.Object
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name: object
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isExternal: true
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href: https://learn.microsoft.com/dotnet/api/system.object
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- name: )
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